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Arnold substance painter
Arnold substance painter










arnold substance painter

I wanted to do a bit more research myself into how to recreate as close a material as possible in Arnold, so I went and did some digging.Īrnold uses a Diffuse, Specular, Roughness workflow consequently textures made in Substance Painter using the BaseColor, Metallic workflow have to be converted for the Arnold shader. I suppose you could use a height/bump map as a displacement map, but that will not give you the control that one generated from a sculpt would, and so you would need to tweak the values in the displacement.One of the things Jack had a problem with before was bringing the Substance Painter files from the application into Arnold itself, the bump map seeming too extreme and had to be tweaked. They are not more detailed, and in fact, since normal maps are not floating-point, they likely have less detail than an EXR height map. The normal maps are simply a conversion of these height maps.

arnold substance painter

The height maps it makes are internally in HDR space, and thus need to be written out as EXRs (16-bit half should be fine) so as not to lose detail which would occur when going from HDR to the 0-1 range of an 8-bit file.

arnold substance painter

Substance Painter is a paint program (not a modeling/sculpting program) and thus generates all its maps by painting techniques. Substance Painter does not have sculpting tools, and thus cannot generate these displacement maps. A displacement map is one generated by computing the difference between a low res and high res sculpt in a program like Zbrush or Mudbox. A height map is synonymous to a bump map. You said in the OP that these were coming from Substance Painter as a Height map and Normal map. Here it's important to discuss the source of the maps. Does using Bump for fine details produce less realistic then using normal maps for fine details?












Arnold substance painter